REBUTTAL TO: IT’S A SECRET TO EVERYBODY
Tomm Hullet rebutted to an article regarding secret,
sidequests, “easter eggs,” (or what have you) in video
games, saying that if they are not necessary to beat
the game or to get a perfect rating, they don’t need
to be hinted at. On this I fundamentally disagree.
To begin, I would like to separate those which Hullet
grouped together as “secrets” into three categories:
secrets that matter, secrets that don’t, and cheats.
I’ll start with the simplest first: cheats. Hullet
refers to a pair of passwords for Kid Icarus that no
one in their right mind would enter on their own. I’m
not familiar with Kid Icarus (I’m too young), but I
assume they gave him things like invincibility or
level select. In any case, I know you can enter
“Who’s your daddy?” in Warcraft III to halt any loss
of health. In Sonic 2 you can play soundtracks in a
certain order for things like debug mode, level
select, and color changes. These are cheats. They
are not secrets, meant to be discovered on your own.
They are meant for those who have beaten the game
once, wish to do so again, but don’t want to put all
the work into it.
The second type I will address are those secrets
which do not matter. These, I believe, do not need to
be hinted at or suggested in any way. I’m sure now
you’re asking: How do you determine whether a secret
matters? The answer is that such secrets do not
affect plot or gameplay (in a few instances, the line
between secrets that matter and don’t matter gets
blurred, but I’ll address those on a case-by-case
basis). Hullet cites some secrets which I would deem
to not matter, mostly from the Metal Gear series: you
can see Meryl in various states of nudity in the
bathroom, you can shoot Mario and Yoshi for health,
you can change what Psycho Mantis says by what’s on
your memory card and how you’ve played the game,
there’s a secret 1-up in Mario 1-1, and you can find
various Moblins who will give you rupees in pretty
much every Zelda title. Note that none of these
really change anything about your character (except
for health or a 1-up or something, not anything that
you couldn’t get elsewhere) or the storyline. Final
Fantasy X and VII each sport a contest of sorts
between the ladies for the main character’s affection.
In the case of VII, this results in a hilarious date
sequence with your suitress (or suitor, in one case,
though I've yet to see it) of choice. In X, it
changes a minimal amount of cutscenes, none of which
are important in the first place anyway. This does
not need to be hinted at, explained, or otherwise
communicated. Because it doesn’t affect plot (Aeris
will die whether she dates you or not), or gameplay
(Tidus’ stats don’t increase if he manages to secure
Rikku’s feelings in place of Yuna’s), the developers
can leave these little things nestled in the games,
secure that if the gamers miss them, they’re not
missing much.
We now come to the third type of secret: Secrets that
matter. You can probably guess what I mean by
“matters” based on the above paragraph, but I’ll
explain anyway: Secrets that matter affect gameplay
(if you get a new move, weapon, character, magic, or
fight a secret boss, and so on) or plot (if you find
some secret history behind someone, or run into the
wizened historian who clues you in to the true meaning
of that chant). These are also knows as “sidequests,”
and the gamer should be able to catch wind of their
existence within the game itself. As I mentioned in
my previous article,
sidequests and secrets are really the meat that goes
on the bones of an RPG, and without them, an RPG would
be as linear as a Super Mario World switch palace
(which is pretty damn one-dimensional, if you haven’t
played SMW [shame on you!]). Chrono Trigger does an
excellent job of alerting us to the presence of
sidequests (many of which are copious in both plot and
equipment), which is done by talking to the characters
in the End of Time. They show you where to head in
what time period. Legend of Dragoon mentions, when
going to the Tower of Flanvel for the first time, that
“you should come back later.” And indeed you should,
for the powerful optional boss resides there. When
leaving the floating continent in Final Fantasy VI,
you are told that you should wait for Shadow, but are
given the option to jump anyway. If you wait, like
the game suggests, he does come, and you can then
retrieve him later on. Unfortunately, the vast
majority of situations are not like this, and give no
hints whatsoever that something needs to be done in
order to obtain a special weapon, item, or cutscene.
But I think my previous article does enough ranting to
cover this one.
|